Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Dec 16, 2008 10:58 am 
Trexor wrote:
Syndal wrote:
Honestly, my only problem with taunt is that the success rate is insane. All you have to do is catch somebody that isn't 100% prepped, and voila, dead.


You can kill anyone with a variety of spells and skills that isn't 100% prepped.

Are you saying we should wimp everything that can muck you up outright?


No, there's really not. All it takes to avoid the majority of that is some EASY to get enchants, and perhaps holding a single spell, like sanctuary or MI.


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PostPosted: Tue Dec 16, 2008 11:34 am 
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Enishi wrote:
If you set your wimpy high you can also just run from a backstab and completely save your [REDACTED]. And let's not forget that MI > bs, no matter what.



That is simply untrue, save for the mirror image part but that's only available to classes that have access to magical devices. Any competent rogue can set follow to their victim and a victim that has wimpy will be followed into the next room where the second backstab will still land.


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PostPosted: Tue Dec 16, 2008 11:40 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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It shouldn't be easy to land taunt in situations where it is certain death. If you are outnumbered or are hurt, it is designed to be much harder to land. If more people join the fight against you while you are already taunted, that also should trigger a re-evaluation. If these things aren't working, then I consider it a bug.

If they taunt you early in a fight that is fair odds and you are healthy, then it should be pretty easy, although charisma of the swashbuckler and wisdom of the target will influence the chances. If you still find yourself on the losing end of a taunt in that situation, I don't consider it a bug.

If people think that taunt is too many things rolled into one, I would consider the possibility of breaking what it does into two abilities instead. I'm not sure what the logical breakdown of the affects should be. Both of them would still work in a similar way with similar chances to now, but if it increases the tactical choices while making them have to work a little harder to get all the affects, then it might be a good change.


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PostPosted: Tue Dec 16, 2008 12:54 pm 
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Dulrik wrote:
If people think that taunt is too many things rolled into one


I think it's fine as is, and the problems are greatly exaggerated.

sleeper


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PostPosted: Tue Dec 16, 2008 1:04 pm 
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Why don't we just give it a willpower save?


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PostPosted: Tue Dec 16, 2008 1:14 pm 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
I don't see any problem with taunt. Swashbucklers are totally able to be killed. If swashbucklers were never dying in PK, then something is wrong. They are the bane of all casters. Swashbucklers do die in PK. Swashbucklers have one main method of winning in PK. Making the one skill into two seems like an interesting option, but seems unnecessary. Name a current swashbuckler that has never attempting to PK and I'll change my tune.


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PostPosted: Tue Dec 16, 2008 1:32 pm 
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Achernar wrote:
I don't see any problem with taunt. Swashbucklers are totally able to be killed. If swashbucklers were never dying in PK, then something is wrong. They are the bane of all casters. Swashbucklers do die in PK. Swashbucklers have one main method of winning in PK. Making the one skill into two seems like an interesting option, but seems unnecessary. Name a current swashbuckler that has never attempting to PK and I'll change my tune.


The problem isn't when one swashie goes out to kill one person. The problem is when a swashie and some buddies go out and taunt people. Not only does it lower any caster's int -substantially-, but it also prevents any sort of retreat. Furthermore, there is also the case of guards having taunt for the same reason. In that case the guard doesn't even have to wielding weapons or even do ANYTHING for that matter, a trib member just goes o guard taunt x and then proceeds to kill the target with no fear of them fleeing.


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PostPosted: Tue Dec 16, 2008 1:56 pm 
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Syndal wrote:
Honestly, my only problem with taunt is that the success rate is insane. All you have to do is catch somebody that isn't 100% prepped, and voila, dead.



......


WTF?

Ah, you tried to kill me with your swash three times in menegroth while my group mate was AFK and failed over and over and over. I was even enchanting. Then Todd killed you and you deleted. I don't think it's as simple as that. Taunt isn't the slay command.

Taunt is overpowered, yes. But what I would like to see happen with taunt is having the intelligence handicap removed. Not everyone goes into a berserker rage when they get mad. Some people are as cold as ice and are never loose their cool.

If you are going to force someone like a caster to stay and fight the swash, then don't take their damn spells away to boot! The int penalty should be lessened or removed. That's my solution.


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PostPosted: Tue Dec 16, 2008 2:02 pm 
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Konrin wrote:
Achernar wrote:
I don't see any problem with taunt. Swashbucklers are totally able to be killed. If swashbucklers were never dying in PK, then something is wrong. They are the bane of all casters. Swashbucklers do die in PK. Swashbucklers have one main method of winning in PK. Making the one skill into two seems like an interesting option, but seems unnecessary. Name a current swashbuckler that has never attempting to PK and I'll change my tune.


The problem isn't when one swashie goes out to kill one person. The problem is when a swashie and some buddies go out and taunt people. Not only does it lower any caster's int -substantially-, but it also prevents any sort of retreat. Furthermore, there is also the case of guards having taunt for the same reason. In that case the guard doesn't even have to wielding weapons or even do ANYTHING for that matter, a trib member just goes o guard taunt x and then proceeds to kill the target with no fear of them fleeing.


This mirrors my own statement above so, QFT.


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PostPosted: Tue Dec 16, 2008 2:10 pm 
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Swashbucklers often don't taunt the melee-class enemies solo because it gives a noticeable buff to victims' damage... however, nothing is given to the casters who are taunted other than a significant drop in concentration bandwidth.

Idea: Victims of successful taunt attacks should be given increased casting speed where applicable by class.

Swashbucklers that use taunt like there is no tomorrow. Failed once? Sure. Just taunt again next round or two. May as well, most of their enemies are probably flying to avoid trip.

Idea: Failure to taunt the victim (i.e. save successful, not a failed skill check) leaves the swashbuckler deeply in shame. During this time swashbuckler has weakened resolve and would dodge and parry less.


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